WO2003085942A1 - Network game method, network game terminal, and server - Google Patents
Network game method, network game terminal, and server Download PDFInfo
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- WO2003085942A1 WO2003085942A1 PCT/JP2003/004444 JP0304444W WO03085942A1 WO 2003085942 A1 WO2003085942 A1 WO 2003085942A1 JP 0304444 W JP0304444 W JP 0304444W WO 03085942 A1 WO03085942 A1 WO 03085942A1
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
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- H04M3/4228—Systems providing special services or facilities to subscribers in networks
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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Definitions
- the present invention relates to a network game method, a network game terminal, and a game server that are developed on a communication network, and in particular, a network game in which a large number of players (hereinafter also referred to as participants) participate.
- This is related to the network method that enables multi-party calls in network) —a network game terminal, and a game server.
- chat-type dialogues require character input from the keyboard in addition to game operations, which is cumbersome and poor responsiveness, preventing smooth game progress.
- communication via a regular telephone is a telephone call method that is unsuitable for games that require a long time due to the great economic burden on the player due to the current telephone charge system.
- many-to-many conversations using regular telephones are still possible, but during many-to-many conversations, it is not possible to temporarily switch to one-to-many or one-to-one conversations.
- Japanese Laid-Open Patent Publication No. 2 0 0 1-3 1 4 6 5 7 describes a network game system having a voice exchange means such as an Internet telephone between two persons such as a navigator and an executive. The system is disclosed, and it is described that the game is made realistic by applying F:!: Cut to the sound.
- the technology described in this publication is limited to two-party calls and does not technically enable multi-party calls in competitive games.
- the voice F:!: Kut is merely adding sound pressure and sound quality processing to the voice at the time of transmission, and it is difficult to obtain an effect of dramatically improving the realism and reality of the game. Disclosure of the invention
- the present invention provides a network gaming method that enables multi-party calls and a multi-party call that uses an IP phone or an Internet phone in a network game where a large number of players participate.
- a network game terminal and a game server are provided.
- the present invention is a network game method in which a terminal having a calling means capable of making an IP call and a large number of players participate, manages the IP address of each player, and selectively selects a call signal including a specific IP address. By receiving, multi-party calls between players can be made.
- a music sound signal including game sound effect data and game message data is received by the call means in addition to the call signal.
- the present invention provides a network game terminal having a calling means capable of making an IP phone call, wherein a voice receiving unit of the terminal transmits / receives a program signal for controlling a network game, and based on the signal Participant IP management section, game control section that controls the distribution section and composition section described later, participant IP management section that manages the IP addresses of online game participants, and a network that receives call data
- a receiving unit a determination unit that determines whether the received call data has a predetermined IP address; a distribution unit that sends the received call data to a next expansion unit; a decompression unit that restores the transmitted call data;
- a synthesizing unit that synthesizes the restored call data in time series, and a D-no-A conversion that converts the synthesized signal of the synthesized call data into an analog signal.
- a microphone (1) speaker IZF unit which is a connection part with the calling means.
- the network receiving unit receives music data related to a network game together with the call data.
- Voice receiving section of the terminal is further previously accumulated call notification sound
- the sorting unit of instruction Nyori the delivery incoming calling unit is preferably c the invention comprising a to the combining unit, network Bok workpiece
- a game execution unit a data storage unit that stores data related to network games
- a game processing unit that manages, processes, and determines transmission / reception of each data according to the progress of the network game
- a game for each battle IP address of the terminal connected to the network in the network game server that has a battle management section to manage and a game communication section that transmits and receives network game control program signals to and from the network terminal. It has a function of acquiring the IP address and notifying other terminals of this IP address.
- the data storage unit stores sound effect data and message data in addition to video data
- the network game execution unit further receives the request from the game processing unit to receive the sound effect.
- a communication processing unit that performs transmission processing of data and musical tone data related to the message data
- a control unit that performs control between the communication processing unit and the game processing unit, and transmits the musical tone data to the network terminal It is preferable to include a network transmission unit.
- FIG. 1 is an overall schematic diagram showing a preferred network game method of the present invention.
- FIG. 2 is a flowchart showing an example of registration processing for participation in a network game.
- Fig. 3 is a block diagram of the network game execution unit in the management server.
- Fig. 4 shows an example of a screen displayed on the terminal of the sending player when one online player makes a call to another player.
- FIG. 5 is a block diagram showing the configuration of the voice receiving unit of the network game terminal.
- a preferred network game method of the present invention will be described with reference to an embodiment of a battle game in which a large number of players participate.
- FIG. 1 is a schematic diagram showing the entire present invention.
- a first team 10 consisting of participants A, B, and C and a second team 20 consisting of participants D, E, and F are shown. Participate in competitive online games.
- the terminals 1 2 and 1 2-of each player A to F and the management server 30 that provides this network game service are connected to the Internet network 40, respectively.
- each of the players A to F is provided with a call means 14 in each of the terminals 1 2 and 1 2-'.
- the terminal 1 2 having the call means 14 is used to make an IP phone call. Is what you do.
- an IP phone refers to a system that transmits and receives digitized voice data via the Internet network 40, and includes an Internet phone that passes voice data through a public Internet network.
- the network game players A to F are not limited to many-to-many, one-to-many Internet telephones, and can make one-to-one calls as desired. In other words, a one-to-many or one-to-one call that can be temporarily switched is enabled by a multi-party call between players or control from the game screen.
- FIG. 2 shows a flowchart of the network game participation registration process.
- the processing procedure of the management server 30 that provides the network game service is arranged in the center, and the first team 10 is located on the left and right.
- the processing procedures of the players A to C and the players D to F of the second team 20 are shown.
- the first team 10 There is no difference in the processing procedures of the players A to C and the players D to F of the second team 20.
- Each player A to F confirms that its own terminal 12 is online (2 1), and if offline, it goes online by a predetermined connection operation (2 2). Following this, for the predetermined participation procedure (2 3) by each player A to F, the management server 30 receives the participation procedure for each battle game, and the network game predetermined reception process (2 4) I do.
- the management server 30 performs confirmation and inquiry (25) for each player A to F, and determines (26) whether or not all the participants have been prepared.
- the management server 30 obtains the IP addresses of all the players (2 7), and sets the IP addresses of all the participants and the IP addresses of the management servers for each player. A to F are notified (2 8).
- These IP addresses are stored (2 9) in a participant IP management unit 53 described later provided in the terminals 12 of the players A to F.
- the IP address of the player may be acquired in any of the steps described above, such as the participation procedure (2 3) of the players A to F, the reception process (2 4) of the management server 30, or the like.
- Fig. 3 is a block diagram of the network game execution unit in the management server 30.
- the execution unit includes a game image data storage unit 31 that stores data related to the network game, and a game sound effect.
- Data storage unit 3 2 Game message data storage unit 3 3, Game processing unit 3 that manages, processes, and determines transmission / reception of each data according to the progress of the network game, Battle management that manages the game for each battle
- Communication processing unit 37 for performing transmission processing
- control unit 3 8 for controlling between game processing unit 34 and communication processing unit 37, network transmission unit 3 corresponding to the so-called IP telephone transmission unit 9, equipped with .
- the game video data storage unit 31 also stores character data separated from the video, such as superimpose or telop in a network game. These data and sound signals as normal game sounds In accordance with the same method as that of the work game server 1, the game video data and the game video data are transmitted from the game communication unit 36 to the reception unit (not shown) of each game program of the terminal 12. On the other hand, game sound effects such as voice, music, and sound for network games and game messages such as game messages generated from instruments during the game (collectively these are called music data) )), At the request of the game processing unit 3 4 referring to the battle management unit 3 5, the control unit 3 8 instructs the communication processing unit 3 7 to extract the corresponding musical sound data and prepare for transmission. The data is transmitted from the network transmitting unit 39 to the network receiving unit 54 of the terminal 12 described later.
- Fig. 4 shows the terminal screen of the player, which is an example of the screen displayed on the calling player's terminal 1 2 when the online player makes a call to another player.
- connection buttons 4 2 (all opponents) and 4 3 are arranged for sending to the first team (opponent), and the second team (ally) on the lower side
- a group of connection buttons 4 4 (all allies) and 4 5 are arranged for sending to each.
- a button may be provided that allows transmission from each caller to a specific player or transmission from each caller to all the opponents.
- FIG. 5 is a block diagram showing the configuration of the voice receiving unit of the terminal 12, which is connected to the game communication unit 36 of the management server 30 via the Internet network 40.
- a time-series synthesis unit 57, a DZA conversion unit 58 that converts the digital signal of synthesized speech and music data into an analog signal, and a connection unit for analog devices such as a microphone-speaker A certain microphone ⁇ Speaker IZF part 5 9 and the incoming notification sound (sound, electronic sound, etc.) prepared in advance are stored, and the sound is sent to the synthesis part 5 7 according to the instruction of the distribution part 5 5 Part 60, and.
- the IP address data transmitted from the game communication unit 36 of the management server 30 is received by the game communication unit 51, and the participant IP is instructed by the game control unit 52. Stored in the management unit 53.
- the call signal transmitted from another player is received by the network receiver 54 and passed to the distribution unit 55.
- the distribution unit 55 determines whether the signal has the IP address registered in the participant IP management unit 53, and the signal related to the registered IP address sequentially passes to the decompression unit 56. hand over. Note that it is desirable to provide a plurality of expansion units 5 6 a, 5 6 b, (1), (2) for each received signal in consideration of a failure due to delay or the like.
- the digital signal normalized in the extension unit 56 is then sent to the synthesis unit 57, where it is synthesized in a time series. In addition, in order for the synthesizing unit 57 to perform accurate synthesizing in a time series, it is desirable that the received signal has an evening stamp.
- the digital signal synthesized by the synthesizing unit 57 is converted to a analog signal by the DZA converting unit 58, and then output to the speaker of the calling means 14 via the microphone 'speaker I Z F unit 59.
- the synthesis in the synthesis unit 5 7 may be either digital synthesis or analog synthesis. When analog synthesis is performed, the positional relationship between the synthesis unit 5 7 and the D conversion unit 58 is reversed in FIG.
- the synthesizing unit 57 combines the call data transmitted from the other players, the type of network game, and other musical sound data (game sound effects and game messages) transmitted from the management server 30 as necessary. ). That is, the management service A signal including a musical tone transmitted from the network transmission unit 39 of the bar 30 is also received by the network reception unit 54 and passed to the distribution unit 55 in the same manner as the call signal of the player. After being synthesized by the synthesis unit 5 7, it is output to the speaker of the communication means 14.
- the distribution unit 55 If it is determined by the distribution unit 55 that the received signal is not a signal related to the registered IP address, the signal is discarded or the incoming call transmission unit 60 sends a dial tone. An instruction is given and a dial tone is sent to the synthesis unit 57. When the dial tone is output to the speaker, the player who receives the dial tone can also detect a call from a non-participant.
- call data transmitted from other than the game participants can be provided as an incoming call tone.
- the distribution unit 55 may discard the reception signal of the specific person or all the reception signals according to the instruction of the game control unit 52 according to the progress of the game. it can.
- the control signal of this kind of musical tone data is transmitted from the game communication unit 36 under the control of the game processing unit 34 of the management server 30 according to the progress of each game. Is received by the game communication unit 5 of 1.
- the processing of the game control unit 52 is effective when a specific person disappears or leaves in a competitive game or the like.
- the network game method according to the present invention enables not only simultaneous calls of a plurality of network game participants, particularly three or more network game participants, but also allows for a call between players by adjusting game sound effects and strength of game messages. Reality and a sense of realism can be given, so the effect of increasing the perfection of the game and increasing the player's satisfaction is tremendous.
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Abstract
Description
明 細 書 ネッ トワークゲーム方法、 ネッ トワークゲーム端末機及びサーバ一 技術分野 Description Network game method, network game terminal and server
本発明は、 通信ネットワーク上において展開されるネットワークゲーム方法、 ネッ 卜ワークゲーム端末機及びゲームサーバーに関し、 特に、 多数のプレイヤー (以下、 参加者と言うこともある。 ) が参加するネットワークゲーム (以下、 才 ンラインゲームと言うこともある。 ) における多者間通話を可能としたネッ トヮ —クゲ一厶方法、 ネッ トワークゲーム端末機及びゲームサーバーに関するもので ある。 背景技術 The present invention relates to a network game method, a network game terminal, and a game server that are developed on a communication network, and in particular, a network game in which a large number of players (hereinafter also referred to as participants) participate. This is related to the network method that enables multi-party calls in network) —a network game terminal, and a game server. Background art
近年、 ロールプレイングゲ一厶 (R P G ) や対戦ゲームと言った各種ゲームを ネッ トワーク上において展開するオンラインゲームが益々盛んになつてきた。 こ のようなオンラインゲームではその魅力や価値を向上させるベく、 例えば、 戦闘 機群同士のグループ対戦ネッ卜ワークゲームにおいて味方同士又は対戦相手との 通話が行われ、 その際の交信手段として、 チャッ ト方式の対話や一般電話が利用 されている。 In recent years, online games that develop various games such as role-playing games (RPG) and battle games on the network have become increasingly popular. In such online games, the appeal and value of the game should be improved. For example, in a group battle network game between fighters, calls are made between allies or opponents. Chat-style conversations and regular telephones are used.
しかしながら、 チャッ ト方式による対話は、 ゲーム操作と併せてキーボードか らの文字入力を行わなければならず操作が煩雑であリ、 応答性が悪いことから、 円滑なゲームの進行が妨げられることになる。 また、 一般電話などによる交信は、 現在の電話料金体系上、 プレイヤ一は多大な経済的負担を余儀なくされ、 長時間 を要するゲームには不向きな通話手段といえる。 また、 一般電話による多対多の 会話は現在でも可能であるが、 多対多の会話中に、 一時的に 1対多または 1対 1 などへ対話を自由に切り換えることはできない。 However, chat-type dialogues require character input from the keyboard in addition to game operations, which is cumbersome and poor responsiveness, preventing smooth game progress. Become. In addition, communication via a regular telephone is a telephone call method that is unsuitable for games that require a long time due to the great economic burden on the player due to the current telephone charge system. In addition, many-to-many conversations using regular telephones are still possible, but during many-to-many conversations, it is not possible to temporarily switch to one-to-many or one-to-one conversations.
特開 2 0 0 1 - 3 1 4 6 5 7号公報には、 ナビゲ一夕役と実行役といった二者 間においてインターネッ ト電話等の音声交換手段を備えたネッ卜ワークゲームシ ステムが開示されると共に、 音声にエフ:!:クトをかけることでゲームに現実性を 持たせる工夫を施すことが記載されている。 しかしながら、 同公報に記載された 技術は、 二者間通話に限定されており、 対戦ゲーム等における多者間通話を技術 的に可能としたものではない。 また、 前記音声エフ:!:クトとは発信時の音声に音 圧、 音質加工を加えることに過ぎず、 ゲームの臨場感やリアリティを飛躍的に向 上させる効果を得ることは難しい。 発明の開示 Japanese Laid-Open Patent Publication No. 2 0 0 1-3 1 4 6 5 7 describes a network game system having a voice exchange means such as an Internet telephone between two persons such as a navigator and an executive. The system is disclosed, and it is described that the game is made realistic by applying F:!: Cut to the sound. However, the technology described in this publication is limited to two-party calls and does not technically enable multi-party calls in competitive games. In addition, the voice F:!: Kut is merely adding sound pressure and sound quality processing to the voice at the time of transmission, and it is difficult to obtain an effect of dramatically improving the realism and reality of the game. Disclosure of the invention
本発明は、 多数のプレイヤーが参加するネットワークゲ一厶において I P電話 またはインタ一ネッ ト電話を利用し、 多者間通話を可能としたネッ トワークゲー 厶方法並びに多者間通話を可能としたネッ トワークゲーム端末機とゲ一厶サーバ 一を提供するものである。 The present invention provides a network gaming method that enables multi-party calls and a multi-party call that uses an IP phone or an Internet phone in a network game where a large number of players participate. A network game terminal and a game server are provided.
本発明は、 I P電話可能な通話手段を有する端末機を使用し、 多数のプレイヤ 一が参加するネットワークゲーム方法において、 各プレイヤーの I Pアドレスを 管理し、 特定 I Pアドレスを含む通話信号を選択的に受信することにより、 プレ ィャ一間における多者間通話を可能としたことを特徴とするものである。 The present invention is a network game method in which a terminal having a calling means capable of making an IP call and a large number of players participate, manages the IP address of each player, and selectively selects a call signal including a specific IP address. By receiving, multi-party calls between players can be made.
前記ネッ トワークゲーム方法において、 前記通話信号に加えて、 ゲーム効果音 データおよびゲームメッセージデータからなる楽音信号を前記通話手段に受信す ることが好ましい。 In the network game method, it is preferable that a music sound signal including game sound effect data and game message data is received by the call means in addition to the call signal.
本発明は、 I P電話可能な通話手段を有するネッ トワークゲーム端末機におい て、 該端末機の音声受信部が、 ネットワークゲームをコントロールするプログラ 厶信号を送受信するゲーム通信部と、 該信号に基づいて後記する参加者 I P管理 部、 振分け部、 および合成部を制御するゲーム制御部と、 オンライン中のゲーム 参加者の I Pアドレスを管理する参加者 I P管理部と、 通話データを受信するネ ッ 卜ワーク受信部と、 前記受信した通話データが所定の I Pアドレスを有するも のか否かを判断し、 次記伸張部へ送出する振分け部と、 前記送出された通話デー 夕を復元する伸張部と、 前記復元された通話データを時系列的に合成する合成部 と、 合成された通話デー夕のデジ夕ル信号をァナ口グ信号に変換する Dノ A変換 部と、 前記通話手段との接続部であるマイク ■スピーカー I Z F部と、 を備えて なることを特徴とするものである。 The present invention provides a network game terminal having a calling means capable of making an IP phone call, wherein a voice receiving unit of the terminal transmits / receives a program signal for controlling a network game, and based on the signal Participant IP management section, game control section that controls the distribution section and composition section described later, participant IP management section that manages the IP addresses of online game participants, and a network that receives call data A receiving unit; a determination unit that determines whether the received call data has a predetermined IP address; a distribution unit that sends the received call data to a next expansion unit; a decompression unit that restores the transmitted call data; A synthesizing unit that synthesizes the restored call data in time series, and a D-no-A conversion that converts the synthesized signal of the synthesized call data into an analog signal. And a microphone (1) speaker IZF unit which is a connection part with the calling means.
前記ネッ トワーク受信部は、 前記通話データと共にネッ トワークゲームに係る 楽音データを受信することが好ましい。 It is preferable that the network receiving unit receives music data related to a network game together with the call data.
前記端末機の音声受信部が、 更に、 予め蓄積した着信通知音を前記振分け部の 指示にょリ前記合成部へ送出する着信コール発信部を備えてなることが好ましい c 本発明は、 ネッ 卜ワークゲーム実行部として、 ネッ トワークゲームに係るデー 夕を蓄積したデ一夕蓄積部と、 ネットワークゲームの進行により前記各データを 管理、 加工、 送受信の決定を行うゲーム処理部と、 ゲームを対戦毎に管理する対 戦管理部と、 ネットワーク端末機との間でネットワークゲームのコント□ールプ ログラム信号を送受信するゲーム通信部とを備えたネッ 卜ワークゲームサーバー において、 ネットワークに接続された端末機の I Pアドレスを取得し、 この I P ァドレスを他の端末機に通知する機能を有することを特徴とするものである。 前記デ一夕蓄積部が映像デー夕に加えて効果音デー夕とメッセージデータを蓄 積してなると共に、 前記ネッ トワークゲーム実行部が、 さらに、 前記ゲーム処理 部の依頼を受けて前記効果音データと前記メッセージデ一夕に係る楽音データの 送信処理を行う通信処理部と、 該通信処理部と前記ゲーム処理部間の制御を行う 制御部と、 前記楽音データを前記ネットワーク端末機へ送信するネッ 卜ワーク送 信部とを備えてなることが好ましい。 図面の簡単な説明 Voice receiving section of the terminal is further previously accumulated call notification sound the sorting unit of instruction Nyori the delivery incoming calling unit is preferably c the invention comprising a to the combining unit, network Bok workpiece As a game execution unit, a data storage unit that stores data related to network games, a game processing unit that manages, processes, and determines transmission / reception of each data according to the progress of the network game, and a game for each battle IP address of the terminal connected to the network in the network game server that has a battle management section to manage and a game communication section that transmits and receives network game control program signals to and from the network terminal. It has a function of acquiring the IP address and notifying other terminals of this IP address. The data storage unit stores sound effect data and message data in addition to video data, and the network game execution unit further receives the request from the game processing unit to receive the sound effect. A communication processing unit that performs transmission processing of data and musical tone data related to the message data, a control unit that performs control between the communication processing unit and the game processing unit, and transmits the musical tone data to the network terminal It is preferable to include a network transmission unit. Brief Description of Drawings
図 1は、 本発明の好適なネッ トワークゲーム方法を示す全体概要図である。 図 2は、 ネットワークゲームへの参加登録処理例を示すフローチャートである。 図 3は、 管理サーバーにおけるネッ トワークゲーム実行部のブロック構成図で ある。 FIG. 1 is an overall schematic diagram showing a preferred network game method of the present invention. FIG. 2 is a flowchart showing an example of registration processing for participation in a network game. Fig. 3 is a block diagram of the network game execution unit in the management server.
図 4は、 オンライン中のプレイヤ一が他のプレイヤーに通話発信する時、 発信 側プレイヤーの端末機に表示される画面例である。 Fig. 4 shows an example of a screen displayed on the terminal of the sending player when one online player makes a call to another player.
図 5は、 ネットワークゲーム端末機の音声受信部の構成を示すブロック図であ る。 発明を実施するための最良の形態 FIG. 5 is a block diagram showing the configuration of the voice receiving unit of the network game terminal. The BEST MODE FOR CARRYING OUT THE INVENTION
本発明の好適なネッ トワークゲーム方法を、 多数のプレイヤ一が参加する対戦 ゲームの実施形態によリ説明する。 A preferred network game method of the present invention will be described with reference to an embodiment of a battle game in which a large number of players participate.
図 1は、 本発明全体を示す概要図であり、 同図において、 参加者 A、 B、 Cか らなる第 1チーム 1 0と参加者 D、 E、 Fからなる第 2チーム 2 0とが、 対戦型 オンラインゲームに参加している。 各プレイヤ一 A〜Fの端末機 1 2、 1 2 - と、 このネットワークゲームサービスを提供する管理サーバー 3 0とは、 夫々 インターネッ卜網 4 0に接続されている。 FIG. 1 is a schematic diagram showing the entire present invention. In this figure, a first team 10 consisting of participants A, B, and C and a second team 20 consisting of participants D, E, and F are shown. Participate in competitive online games. The terminals 1 2 and 1 2-of each player A to F and the management server 30 that provides this network game service are connected to the Internet network 40, respectively.
また、 各プレイヤー A〜Fの端末機 1 2、 1 2 - 'には通話手段 1 4が設け られており、 本発明ではこの通話手段 1 4を備えた端末機 1 2により、 I P電話 通話を行うものである。 本発明において I P電話とはデジタル化した音声データ をインターネッ ト網 4 0を介して送受信するシステムを言い、 公衆インターネッ ト網に音声データを経由させるインターネッ ト電話をも含む。 後述するシステム により、 本発明においてネッ トワークゲームのプレイヤー A〜Fは、 多対多、 1 対多のインタ一ネッ ト電話に止まらず、 所望により 1対 1の通話もできるように なっている。 即ち、 プレイヤ一間における多者間通話またはゲ一厶画面上からの コントロールにより、 一時的に切替可能な 1対多、 1対 1の通話をも可能とした ものである。 Further, each of the players A to F is provided with a call means 14 in each of the terminals 1 2 and 1 2-'. In the present invention, the terminal 1 2 having the call means 14 is used to make an IP phone call. Is what you do. In the present invention, an IP phone refers to a system that transmits and receives digitized voice data via the Internet network 40, and includes an Internet phone that passes voice data through a public Internet network. With the system described later, in the present invention, the network game players A to F are not limited to many-to-many, one-to-many Internet telephones, and can make one-to-one calls as desired. In other words, a one-to-many or one-to-one call that can be temporarily switched is enabled by a multi-party call between players or control from the game screen.
ネッ トワークゲームへの参加者決定方法については、 種々の方法が採用可能で あり、 例えば、 特開平 1 1 一 2 5 3 6 5 7号公報、 国際公開 WO 0 1 / 2 7 7 7 1号公報等の方法により、 対戦相手またはチーム員となる参加者を決定すること ができる。 Various methods can be adopted as a method for determining participants in a network game. For example, Japanese Patent Application Laid-Open No. 11 1 2 5 3 6 5 7 and International Publication WO 0 1/2 7 7 7 1 The participant who becomes an opponent or a team member can be determined by such methods.
図 2は、 ネットワークゲームへの参加登録処理を示すフローチヤ一卜であり、 同図にはネットワークゲームサービスを提供する管理サーバー 3 0の処理手続が 中央に配され、 その左右に第 1チーム 1 0のプレイヤー A〜Cと第 2チーム 2 0 のプレイヤ一 D〜Fの処理手続が図示されている。 なお、 第 1チーム 1 0のプレ ィャ一 A〜Cと第 2チーム 2 0のプレイヤ一 D ~ Fの処理手続に相違はない。 各プレイヤー A〜Fは、 自端末機 1 2がネッ トワークにオンラインしているこ とを確認 (2 1 ) し、 オフラインの場合には、 所定の接続操作 (2 2 ) によリオ ンラインする。 これに続いて、 各プレイヤー A〜Fによる所定の参加手続 (2 3 ) に対して、 管理サーバ一 3 0はその参加手続を対戦ゲーム別に受け、 ネッ ト ワークゲーム所定の受付処理 (2 4 ) を行う。 即ち、 管理サーバ一 3 0は各プレ ィヤー A〜F毎にその確認と照会 (2 5 ) を行い、 参加者全員が揃ったか否か判 断 (2 6 ) する。 参加者全員が揃ったと判断された場合、 管理サーバ一 3 0は、 プレイヤ一全員の I Pアドレスを取得 (2 7 ) し、 これら参加者全員の I Pアド レスと管理サーバーの I Pアドレスを各プレイヤ一 A〜Fに通知 (2 8 ) する。 これらの I Pアドレスは各プレイヤー A〜Fの端末機 1 2に備えられた後述する 参加者 I P管理部 5 3に格納 (2 9 ) される。 なお、 前記プレイヤーの I Pアド レスは、 前記した各プレイヤー A〜Fの参加手続 (2 3 ) または管理サーバ一 3 0の受付処理 (2 4 ) 、 その他いずれのステップで取得しても良い。 Figure 2 shows a flowchart of the network game participation registration process. In this figure, the processing procedure of the management server 30 that provides the network game service is arranged in the center, and the first team 10 is located on the left and right. The processing procedures of the players A to C and the players D to F of the second team 20 are shown. The first team 10 There is no difference in the processing procedures of the players A to C and the players D to F of the second team 20. Each player A to F confirms that its own terminal 12 is online (2 1), and if offline, it goes online by a predetermined connection operation (2 2). Following this, for the predetermined participation procedure (2 3) by each player A to F, the management server 30 receives the participation procedure for each battle game, and the network game predetermined reception process (2 4) I do. That is, the management server 30 performs confirmation and inquiry (25) for each player A to F, and determines (26) whether or not all the participants have been prepared. When it is determined that all the participants have been prepared, the management server 30 obtains the IP addresses of all the players (2 7), and sets the IP addresses of all the participants and the IP addresses of the management servers for each player. A to F are notified (2 8). These IP addresses are stored (2 9) in a participant IP management unit 53 described later provided in the terminals 12 of the players A to F. Note that the IP address of the player may be acquired in any of the steps described above, such as the participation procedure (2 3) of the players A to F, the reception process (2 4) of the management server 30, or the like.
次に、 ネッ トワークゲ一厶サービスを提供する管理サーバー 3 0について説明 する。 図 3は管理サーバ一 3 0におけるネッ トワークゲーム実行部のブロック構 成図であり、 同実行部は、 ネッ トワークゲームに係るデータを蓄積したゲーム映 像デ一夕蓄積部 3 1、 ゲーム効果音データ蓄積部 3 2、 ゲームメッセージデ一夕 蓄積部 3 3、 ネットワークゲームの進行により前記各データを管理、 加工、 送受 信の決定を行うゲーム処理部 3 4、 ゲームを対戦毎に管理する対戦管理部 3 5、 プレイヤーの端末機 1 2との間でネットワークゲームをコントロールするプログ ラム信号を送受信するゲ一厶通信部 3 6、 に加えて、 ゲーム処理部 3 4の依頼を 受けて音声 (楽音) 送信処理を行う通信処理部 3 7、 ゲーム処理部 3 4と通信処 理部 3 7間の制御を行う制御部 3 8、 所謂 I P電話の送信部に相当するネッ トヮ ーク送信部 3 9、 を備えている。 Next, the management server 30 that provides network gaming services will be described. Fig. 3 is a block diagram of the network game execution unit in the management server 30. The execution unit includes a game image data storage unit 31 that stores data related to the network game, and a game sound effect. Data storage unit 3 2, Game message data storage unit 3 3, Game processing unit 3 that manages, processes, and determines transmission / reception of each data according to the progress of the network game, Battle management that manages the game for each battle In addition to the game communication unit 3 6, which sends and receives program signals to control network games with the player's terminal 1 2 ) Communication processing unit 37 for performing transmission processing, control unit 3 8 for controlling between game processing unit 34 and communication processing unit 37, network transmission unit 3 corresponding to the so-called IP telephone transmission unit 9, equipped with .
前記ゲーム映像データ蓄積部 3 1には、 ネッ トワークゲームにおけるスーパー インポーズまたはテロップなど、 映像とは分離された文字データも蓄積されてい る。 これらのデータ及び通常のゲーム音としての音声信号は、 従来公知のネッ ト ワークゲームサーバ一と同様の方法に従い、 ゲーム映像データと共に、 ゲーム通 信部 3 6から端末機 1 2の各ゲームプログラムの受信部 (図示せず。 ) へ送信さ れる。 一方、 ネッ卜ワークゲームのための音声、 音楽、 音響などのゲーム効果音 デ一夕およびゲーム中、 計器などから発せられるゲームメッセージ等のゲー厶メ ッセージデ一夕 (これらを纏めて楽音データと言う。 ) については、 対戦管理部 3 5を参照したゲーム処理部 3 4の依頼により、 制御部 3 8が通信処理部 3 7に 対し、 該当する楽音データの抽出と、 送信準備を指示することにより、 ネッ トヮ ーク送信部 3 9から、 後記する端末機 1 2のネッ 卜ワーク受信部 5 4へと送信さ れる。 The game video data storage unit 31 also stores character data separated from the video, such as superimpose or telop in a network game. These data and sound signals as normal game sounds In accordance with the same method as that of the work game server 1, the game video data and the game video data are transmitted from the game communication unit 36 to the reception unit (not shown) of each game program of the terminal 12. On the other hand, game sound effects such as voice, music, and sound for network games and game messages such as game messages generated from instruments during the game (collectively these are called music data) )), At the request of the game processing unit 3 4 referring to the battle management unit 3 5, the control unit 3 8 instructs the communication processing unit 3 7 to extract the corresponding musical sound data and prepare for transmission. The data is transmitted from the network transmitting unit 39 to the network receiving unit 54 of the terminal 12 described later.
図 4は、 プレイヤーの端末画面を示しており、 オンライン中のプレイヤーが他 のプレイヤーに通話発信する時の発信側プレイヤーの端末機 1 2に表示される画 面例であ y、 ゲーム映像は省略されている。 表示画面 4 1の上辺には第 1チーム (対戦相手) へ送信するための接続ボタン群 4 2 (対戦相手全員) 、 4 3 (対戦 相手各人) が、 下辺には第 2チーム (味方) へ送信するための接続ボタン群 4 4 (味方全員) 、 4 5 (味方各人) が夫々、 配置されている。 また、 ネッ トワーク ゲームの内容によっては、 各発信者から特定の複数プレイヤ一への送信、 または、 各発信者から敵味方全てのプレイヤーへの送信を許可するボタンを設けても良い。 発信側プレイヤーが端末画面に表示されたいずれかの接続ボタン 4 2〜 4 5を 選択 (マウスクリックまたはキー入力) することにより、 目的の通話データが、 目的の通話者 (送信相手) 宛に送られることになる。 Fig. 4 shows the terminal screen of the player, which is an example of the screen displayed on the calling player's terminal 1 2 when the online player makes a call to another player. Has been. On the upper side of display screen 4 1 are connection buttons 4 2 (all opponents) and 4 3 (each opponent) for sending to the first team (opponent), and the second team (ally) on the lower side A group of connection buttons 4 4 (all allies) and 4 5 (each ally) are arranged for sending to each. In addition, depending on the contents of the network game, a button may be provided that allows transmission from each caller to a specific player or transmission from each caller to all the opponents. When the calling player selects one of the connection buttons 4 2 to 4 5 displayed on the terminal screen (mouse click or key input), the desired call data is sent to the intended caller (sender). Will be.
続いて、 通話手段 1 4が接続されたプレイヤーの端末機 1 2を説明する。 Next, the player terminal 1 2 to which the call means 14 is connected will be described.
図 5は、 端末機 1 2の音声受信部の構成を示すブ□ック図でぁリ、 同受信部は、 管理サーバー 3 0のゲーム通信部 3 6とインターネット網 4 0を介して接続され、 ネッ トワークゲームをコントロールするプログラム信号を送受信するゲーム通信 部 5 1と、 上記信号に基づいて当該音声受信部全体を制御するゲーム制御部 5 2 と、 オンライン中のゲーム参加者の I Pアドレスを管理する参加者 I P管理部 5 3と、 ィン夕ーネット網 4 0を介して通話データと楽音デ一夕を受信するネッ ト ワーク受信部 5 4と、 前記受信した通話データが所定の I Pアドレスを有するも のか否かを判断し、 次の伸張部 5 6へ送り出す振分け部 5 5と、 前記送り出され た通話デ一夕と楽音データを復元する伸張部 5 6と、 前記復元された通話データ と楽音データを時系列的に合成する合成部 5 7と、 合成された通話データと楽音 データのデジタル信号をアナログ信号に変換する D Z A変換部 5 8と、 マイク - スピーカ一等、 アナログ機器との接続部であるマイク ■スピーカー I Z F部 5 9 と、 予め用意した着信のお知らせ音 (音声、 電子音など) を蓄積し、 その音を振 分け部 5 5の指示により、 合成部 5 7へと送り出す着信コール発信部 6 0と、 を 備えている。 FIG. 5 is a block diagram showing the configuration of the voice receiving unit of the terminal 12, which is connected to the game communication unit 36 of the management server 30 via the Internet network 40. Manages the game communication unit 51 that transmits and receives program signals for controlling network games, the game control unit 52 that controls the entire voice receiving unit based on the above signals, and the IP addresses of online game participants Participant IP management unit 53, a network reception unit 54 that receives call data and music data via the Internet network 40, and the received call data has a predetermined IP address. Have too A distribution unit 55 for sending to the next decompression unit 56, a decompression unit 56 for restoring the sent call data and music data, and the restored call data and music data A time-series synthesis unit 57, a DZA conversion unit 58 that converts the digital signal of synthesized speech and music data into an analog signal, and a connection unit for analog devices such as a microphone-speaker A certain microphone ■ Speaker IZF part 5 9 and the incoming notification sound (sound, electronic sound, etc.) prepared in advance are stored, and the sound is sent to the synthesis part 5 7 according to the instruction of the distribution part 5 5 Part 60, and.
図 5において、 前記管理サーバー 3 0のゲ一厶通信部 3 6から送信された I P アドレスデータは、 ゲ一厶通信部 5 1に受信され、 ゲーム制御部 5 2の指示によ り参加者 I P管理部 5 3に格納される。 In FIG. 5, the IP address data transmitted from the game communication unit 36 of the management server 30 is received by the game communication unit 51, and the participant IP is instructed by the game control unit 52. Stored in the management unit 53.
ネッ 卜ワークに接続されたゲーム端末機 1 2において、 他のプレイヤーから送 信された通話信号は、 ネットワーク受信部 5 4に受信され、 振分け部 5 5に渡さ れる。 振分け部 5 5では、 該信号が参加者 I P管理部 5 3に登録された I Pアド レスを有する信号か否かを判断し、 登録された I Pアドレスに係る信号は順次、 伸張部 5 6へと渡す。 尚、 伸張部 5 6については、 遅延などによる障害を考慮し て受信信号毎に複数の伸張部 5 6 a、 5 6 b、 ■ ■ ■設けることが望ましい。 伸 張部 5 6において正規化されたデジタル信号は、 次に合成部 5 7に送られ、 時系 列的に合成される。 なお、 合成部 5 7において時系列的に正確な合成を行うため に、 前記受信信号は夕ィ厶スタンプ付きのものとすることが望ましい。 In the game terminal 12 connected to the network, the call signal transmitted from another player is received by the network receiver 54 and passed to the distribution unit 55. The distribution unit 55 determines whether the signal has the IP address registered in the participant IP management unit 53, and the signal related to the registered IP address sequentially passes to the decompression unit 56. hand over. Note that it is desirable to provide a plurality of expansion units 5 6 a, 5 6 b, (1), (2) for each received signal in consideration of a failure due to delay or the like. The digital signal normalized in the extension unit 56 is then sent to the synthesis unit 57, where it is synthesized in a time series. In addition, in order for the synthesizing unit 57 to perform accurate synthesizing in a time series, it is desirable that the received signal has an evening stamp.
次いで、 合成部 5 7で合成されたデジタル信号は、 D ZA変換部 5 8によリア ナログ変換後、 マイク 'スピーカー I Z F部 5 9を経て、 通話手段 1 4のスピ一 カーに出力される。 合成部 5 7における合成は、 デジタル合成およびアナログ合 成の何れでもよく、 アナログ合成を行う場合には、 図 5において合成部 5 7と D 変換部 5 8の位置関係は逆になる。 Next, the digital signal synthesized by the synthesizing unit 57 is converted to a analog signal by the DZA converting unit 58, and then output to the speaker of the calling means 14 via the microphone 'speaker I Z F unit 59. The synthesis in the synthesis unit 5 7 may be either digital synthesis or analog synthesis. When analog synthesis is performed, the positional relationship between the synthesis unit 5 7 and the D conversion unit 58 is reversed in FIG.
合成部 5 7では、 前記他のプレイヤーから送信された通話データの合成と、 ネ ッ トワークゲームの種類、 その他必要に応じて、 管理サーバー 3 0から送信され た楽音データ (ゲーム効果音やゲームメッセージ) の合成を行う。 即ち、 管理サ 一バー 3 0のネッ 卜ワーク送信部 3 9から送信される楽音デ一夕を含む信号も、 ネットワーク受信部 5 4に受信され、 前記プレイヤ一の通話信号と同様に振分け 部 5 5に渡され、 合成部 5 7にて合成された後、 通話手段 1 4のスピーカーに出 力される。 The synthesizing unit 57 combines the call data transmitted from the other players, the type of network game, and other musical sound data (game sound effects and game messages) transmitted from the management server 30 as necessary. ). That is, the management service A signal including a musical tone transmitted from the network transmission unit 39 of the bar 30 is also received by the network reception unit 54 and passed to the distribution unit 55 in the same manner as the call signal of the player. After being synthesized by the synthesis unit 5 7, it is output to the speaker of the communication means 14.
前記した振分け部 5 5における判断において、 受信信号が登録済 I Pアドレス に係る信号でないと判断された場合には、 該信号は破棄されるか、 または、 着信 コール発信部 6 0に対する発信音の発信指示が行われ、 発信音が合成部 5 7へ送 られる。 該発信音がスピーカーに出力されることにより、 これを受信したプレイ ャ一はゲ一厶非参加者からの架電も感知することができる。 If it is determined by the distribution unit 55 that the received signal is not a signal related to the registered IP address, the signal is discarded or the incoming call transmission unit 60 sends a dial tone. An instruction is given and a dial tone is sent to the synthesis unit 57. When the dial tone is output to the speaker, the player who receives the dial tone can also detect a call from a non-participant.
即ち、 本発明では所望により、 ゲーム参加者以外から送信された通話データも 着信コール音としてサービス提供可能である。 That is, in the present invention, if desired, call data transmitted from other than the game participants can be provided as an incoming call tone.
さらに、 前記登録済 I Pアドレスの判断に関わらず、 振分け部 5 5は、 ゲ一厶 の進行に従いゲーム制御部 5 2の指示により、 特定者の受信信号または全ての受 信信号を破棄することもできる。 この種の楽音データの制御信号は、 各ゲーム毎 にその進行状況に応じて、 管理サーバー 3 0のゲーム処理部 3 4におけるコント ロール下、 ゲーム通信部 3 6より送信され、 ゲーム端末機 1 2のゲーム通信部 5 1に受信される。 当該ゲーム制御部 5 2の処理は、 対戦ゲーム等において特定者 が消滅または退場した場合などにおいて効果的である。 Furthermore, regardless of the determination of the registered IP address, the distribution unit 55 may discard the reception signal of the specific person or all the reception signals according to the instruction of the game control unit 52 according to the progress of the game. it can. The control signal of this kind of musical tone data is transmitted from the game communication unit 36 under the control of the game processing unit 34 of the management server 30 according to the progress of each game. Is received by the game communication unit 5 of 1. The processing of the game control unit 52 is effective when a specific person disappears or leaves in a competitive game or the like.
本発明に係るネットワークゲーム方法は、 複数、 特に 3者以上のネッ トワーク ゲーム参加者の同時通話を可能としたばかりでなく、 ゲーム効果音、 ゲームメッ セージの強弱調整によリ、 プレイヤー同士の通話にリアリティや臨場感を持たせ ることができるので、 ゲームの完成度を高め、 プレイヤーの満足感を高める効果 が絶大である。 The network game method according to the present invention enables not only simultaneous calls of a plurality of network game participants, particularly three or more network game participants, but also allows for a call between players by adjusting game sound effects and strength of game messages. Reality and a sense of realism can be given, so the effect of increasing the perfection of the game and increasing the player's satisfaction is tremendous.
さらに、 ネッ トワークゲ一厶中、 プレイヤー以外の者からの架電も感知でき、 今後通話手段の主流となると予想されるインターネッ ト電話または I P電話にお いて、 ゲームによる長時間専有によって生じる不安を解消出来るという顕著な効 果を有するものである。 In addition, it can detect calls from people other than players throughout the network, eliminating the anxiety caused by the long-term occupation of the Internet phone or IP phone, which is expected to become the mainstream communication method in the future. It has a remarkable effect that it can be done.
Claims
Priority Applications (10)
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| CN038072912A CN1643884B (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal, and server |
| JP2003583000A JP4484526B2 (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal and server |
| EP03745957A EP1499096B1 (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal, and server |
| DK03745957.5T DK1499096T3 (en) | 2002-04-08 | 2003-04-07 | Network play method, network game terminal as well as server |
| US10/510,503 US7698447B2 (en) | 2002-04-08 | 2003-04-07 | Network game terminal unit |
| AT03745957T ATE456901T1 (en) | 2002-04-08 | 2003-04-07 | NETWORK GAMING METHOD, NETWORK GAMING DEVICE AND SERVER |
| AU2003236324A AU2003236324A1 (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal, and server |
| HK05108204.0A HK1076216B (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal, and server |
| DE60331137T DE60331137D1 (en) | 2002-04-08 | 2003-04-07 | NETWORK PLAYING, NETWORK PLAYER, AND SERVER |
| KR10-2004-7015950A KR20040098060A (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal, and server |
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| EP (1) | EP1499096B1 (en) |
| JP (2) | JP4484526B2 (en) |
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| CN (1) | CN1643884B (en) |
| AT (1) | ATE456901T1 (en) |
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- 2003-04-07 DK DK03745957.5T patent/DK1499096T3/en active
- 2003-04-07 CN CN038072912A patent/CN1643884B/en not_active Expired - Fee Related
- 2003-04-07 EP EP03745957A patent/EP1499096B1/en not_active Expired - Lifetime
- 2003-04-07 DE DE60331137T patent/DE60331137D1/en not_active Expired - Lifetime
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Also Published As
| Publication number | Publication date |
|---|---|
| JP5143107B2 (en) | 2013-02-13 |
| JP4484526B2 (en) | 2010-06-16 |
| US20050246449A1 (en) | 2005-11-03 |
| EP1499096A4 (en) | 2005-05-11 |
| CN1643884A (en) | 2005-07-20 |
| EP1499096B1 (en) | 2010-01-27 |
| JPWO2003085942A1 (en) | 2005-08-18 |
| EP1499096A1 (en) | 2005-01-19 |
| DK1499096T3 (en) | 2010-05-25 |
| ES2339649T3 (en) | 2010-05-24 |
| US7698447B2 (en) | 2010-04-13 |
| ATE456901T1 (en) | 2010-02-15 |
| KR20040098060A (en) | 2004-11-18 |
| JP2010063128A (en) | 2010-03-18 |
| AU2003236324A1 (en) | 2003-10-20 |
| HK1076216A1 (en) | 2006-01-06 |
| CN1643884B (en) | 2011-02-09 |
| DE60331137D1 (en) | 2010-03-18 |
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